Source: Warhammer Armies Project: Unofficial 9th Edition

Spells of da Bad Moon
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When a spell is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.

Green bolts of purest spite burst forth from the Shaman and streak towards the foe. As the Shaman concentrates his vitriol, the bolts explode, pop and fizz amidst the foe.

Vindictive Glare is a magic missilemissile with a range of 24" and causes 2D6 Strength 3 hits. The caster can choose to boost the power of the spell so that it inflicts 3D6 Strength 3 hits. If they do so, the casting value is increased to 9+.

1. Squig LureCasting Value: 5+

The shaman conjures a glowing ball of magical energy resembling the Bad Moon that squigs cannot help but chase.

Squig Lure is an augment spell with a range of 24" that targets any unit of Squigs. The target unit immediately makes a Random Move (2D6); and all Squigs (but not their riders or handlers) in the unit gain the Frenzy special rule until the start of the caster's next Magic phase. The caster can choose to have the Squig Lure target all friendly units within 12". If they do so, the casting value is increased to 10+.

2. Itchy NuisanceCasting Value: 8+

The Shaman vigorously scratches his armpits, cackling maniacally as he does so, and projects unhygienic discomfort and painful chafing onto a nearby foe.

Itchy Nuisance is a hex spell with a range of 24". Roll a D6. The target unit immediately reduces its Movement and Initiative by this number (to a minimum of 1), until the start of the caster's next Magic phase. Troops with Random Movement reduce the number of dice they roll by D3 (to a minimum of 1D6), and their Initiative by D6.

3. The Great Green SpiteCasting Value: 9+

The caster brings to focus all the spite of nearby Goblins to fashion a huge green backstabbing Phantasma-Goblin.

The Great Green Spite is a direct damage spell with a range of 24". Pick one friendly Goblin unit (of any type) within 12" of the caster; the target unit suffers D6 Strength 4 Hits if this friendly unit has a lower Unit Strength than 20, 2D6 Strength 4 Hits if the friendly unit has Unit Strength of 20 to 30, and 3D6 Strength 4 Hits if the friendly unit has a Unit Strength over 30. These Hits have the Armour Piercing (1) special rule.

4. Night ShroudCasting Value: 9+

The Shaman throws a black-capped nightshade mushroom into the air; which bursts to form a cloud of pitch darkness.

Night Shroud is an augment spell that targets all friendly units within 6". Until the beginning of the caster's next Magic phase, enemies suffer -1 To Hit with missile weapons against these units. All models in any enemy unit that charges into base contact with the Shaman or the unit he is with while the spell is in effect must take a Dangerous Terrain test. The caster can choose to have the Night Shroud target all friendly units within 12". If they do so, the casting value is increased to 18+.

5. Call Da MoonCasting Value: 10+

Straining and grimacing, the shaman wills the Bad Moon to rain shards of moonstone down onto the battlefield!

Call da Moon is a direct damage spell with a range of 18". Place the small template with the centre anywhere within this range; it scatters and inflicts damage like a Stone Thrower. If a misfire is rolled, centre the template over the caster instead.

6. Curse of da Bad MoonCasting Value: 15+

With a chilling howl the Shaman summons a great pale moon with a leering goblinoid face and large, tusk-like fangs.

Remains in play. Curse of da Bad Moon is a magical vortex that uses the small round template. Once the template is placed, the caster nominates the direction in which it will move. Roll 4D6 to determine how many inches the template moves. In subsequent turns the template will move 3D6" in a random direction. Any model under or passed over by the template is cursed, and must pass a characteristic test or take a wound which Ignores Armour Saves. The type of characteristic test is determined by rolling on the following chart. Roll once each Magic phase, just before moving the template, and apply the result to all models affected by the curse in that Magic phase.

D6

Characteristic Test

1-2

Initiative

3-4

Strength

5-6

Toughness

The caster can boost the Curse of da Bad Moon so that it uses the large round template instead. If they do so, the casting value of the spell is increased to 25+.

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